When I create a world for my game, it exists to
1. provide a place to adventure and explore
2. Set the overall tone (e.g, post apocalyptic, arabaian adventures, gothic horror, wuxia) and magic level.
3. Set the ground rules for character creation
a) the PC races that exist
b) the cultures and the classes and/or class variants found within them
c) the deities and their domains
d) how magic will work (i.e, classes and magic system used)
4. Help me to provide individual players with information based on their character's cultural and, if any, organizational ties (including information not avaialbe to other PCs). This information can be useful in-game and, should the player choose, when creating backgrounds and is intended to help further ground the character into the setting .
a) cultural characteristics
b. local important NPCs (which may serve as mentors)
c) non-secret socieities and organizations (e.g, guilds, wizard colleges, ) including prestige class based organizations
d) some recent and historical events of interest, rumors, and places (including "legendary" or unique creatures known to be inhabitng them)
e) the reduction or waiving of certain Knowledge check DCs in a given region, city, etc.
5. (Edit): Make it easier to wing it when the players do the unexpected and change their mind at the last minute about where they are going to go.
1. provide a place to adventure and explore
2. Set the overall tone (e.g, post apocalyptic, arabaian adventures, gothic horror, wuxia) and magic level.
3. Set the ground rules for character creation
a) the PC races that exist
b) the cultures and the classes and/or class variants found within them
c) the deities and their domains
d) how magic will work (i.e, classes and magic system used)
4. Help me to provide individual players with information based on their character's cultural and, if any, organizational ties (including information not avaialbe to other PCs). This information can be useful in-game and, should the player choose, when creating backgrounds and is intended to help further ground the character into the setting .
a) cultural characteristics
b. local important NPCs (which may serve as mentors)
c) non-secret socieities and organizations (e.g, guilds, wizard colleges, ) including prestige class based organizations
d) some recent and historical events of interest, rumors, and places (including "legendary" or unique creatures known to be inhabitng them)
e) the reduction or waiving of certain Knowledge check DCs in a given region, city, etc.
5. (Edit): Make it easier to wing it when the players do the unexpected and change their mind at the last minute about where they are going to go.
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